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Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(8E)
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==Armoury== *'''Sacred Augmetics''': Your models ignore a wound on a 5+, now officially making them better than Death Guard. *'''Purity Seal''': Five points for a re-roll on one hit, wound, or leadership check. Not a bad way to spend it. *'''Psybolt Ammunition''': Incompatible with Psyflame Ammunition. This adds +1 Strength to your twin-pistol/storm bolter. Just what you need to edge over marines. *'''Psyflame Ammunition''': Incompatible with Psybolt Ammunition. Your twin-pistol/storm bolter now ignores cover, which is pretty remarkable, especially if you intend to charge into a fortified position. *'''Armour of the Just''': Non-Terminator leaders only. Your super-snowflake now has re-rollable saves, which is ridiculous for 10 points. *'''Talisman of the Eternal Flame''': Knights of the Flame and Purifiers only. Your purifier now has an aura that wounds anyone near them on a 3+. *'''Pressurized Promethium''': Psyflamers and Combi-Flamers only. These flamers add +6", but they're unstable enough that rolling a 1 for damage causes some backfire and deal a wound to the wielder. *'''Runes of the Fabled Farseers''': Leaders and Special choices only. The bearer can re-roll one channel per turn, but if the casting still fails they take a mortal wound. *'''Helm of the Honoured Knight''': Add +1 to the model's BS and Ld. While welcome on anyone, it's probably best suited to the Primaris or other dedicated gunners, someone with some really valuable weapon you need to make marks. *'''Lost Sword of the Puritan''': Your get a power sword that always strikes first. Well shit, how totally hax. *'''Flame Storm''': This replaces your model's twinned pistol for a hand-mounted flamer with AP-1. Shame it can't take anything else to improve it. ===Rites=== Like other Marines, you have access to Rites, special rules that alter how your marines operate as a team. *'''Rite of Thorns''': Your guy can counter-attack for every 1 to hit that your enemy rolls. It's a bit of a shame that they can't be used if your marine dies before they can strike back, but for 10 points, it's some extra revenge. *'''Rite of Blood''': Your guy adds +1 to casting rolls for each wound lost, which gives you a game to balance wounds with power. Best suited to paladins and strike forces meaning to really spam Hammerhand. *'''Rite of the Dragon''': Strike and Terminator Justicars only. +1 WS, it's all well and fine. *'''Rite of Leadership''': You gain the Rites of Battle aura of a Grand Master, which is a nice little bonus for your leader. *'''Rite of Brotherhood''': Leader only. You get one warlord trait. Congratulations, now you can spam First into the Fray on a tiny table.
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